What's a Druid?

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolls of lightning to smile the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities, Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life, Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury,They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.

Spellcasting

Cantrips: You know two cantrips from the Druid Spell List. You learn an additional cantrip at 4th and 10th level.

Preparing and Casting Spells: The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your druid level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.

Spellcasting Ability: Wisdom is your casting ability for druid spells. Your magic comes from your devotion and attunement to nature. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any druid spell which requires one, and when making an attack roll with one.

Spell save DC= 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier= your proficiency bonus + your Wisdom modifier

Ritual Casting: You may cast any druid spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.

Spellcasting Focus: You may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.

Druidic

You know Druidic, the secret language of druids. You can speak it and use it to leave hidden messages. You and other who know this language automatically spot such a message. Others spot the presence of such a message with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Wild Shape

At 2nd level, you can use your action to magically assume the form of a beast you have seen before. You can use this feature twice. You regain expended use when you finish a short or long rest.

Your druid level determines the beasts you can turn into, as shown on the table below. You can stay in this form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You may revert back to your normal form earlier by using a bonus action on your turn. You automatically convert if you fall unconscious, drop to 0 hit points, or die.

Level

Max. CR

Limitations

Example

2nd

1/4

No flying or swimming speed

Wolf

4th

1/2

No flying speed

Crocodile

8th

1

—

Giant Eagle

While transformed, the following rules apply:

Your game statistic are replaced by the beast's, except as follows: you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If you both have the same proficiency, use the beast's bonus if it is higher. You cannot use any legendary or lair action of the creature.

When you transform, you assume the beast's hit point and HD. When you revert to your normal form, you return to the number of hit points you had when you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural form. For example, if you have 1 hit point left in animal form and take 10 damage, you revert and your natural form takes 9 damage. As long as your normal form still has more then 0 hit points, you remain conscious.

You can't cast spells, and your ability to speak or take any action that require hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration for any spells you have already cast, however, or prevent you from taking any actions that are part of a spell you have already cast.

You retain the benefit of any feature gained from your class, race, or other source, and can use them if your beast form is physically capable of doing so. However, you can't use special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear. Your equipment doesn't change size or shape to match your new form. Merged equipment has no effect until you leave the form.

Druid Circle

At 2nd leve, you choose to align yourself with one of the druid circles below. This choice grants you features at 2nd, 6th, 10th, and 14th level.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.

Alternatively, you can choose to gain a single feat of your choice. You may choose from this list, and potentially more depending on the individual campaign; ask the DM for more details.

Timeless Body

At 18th level, the primal magic you wield slows down your aging. For every 10 years that pass, you only age 1 year.

Beast Spells

At 18th level, you can cast many of your spells while in a shape assumed by using Wild Shape. You can provide somatic and verbal components of a druid spell while in a beast shape, but you cannot provide material components.

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.